Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: David White Newsgroups: scea.yaroze.programming.3d_graphics Subject: Need help with TMD generation... Date: Mon, 03 Nov 1997 11:30:09 -0800 Organization: SCEA News Server Lines: 38 Message-ID: <345E2641.41C6@san.rr.com> NNTP-Posting-Host: onyx0.corp.cubic.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01SC-SGI (X11; I; IRIX 5.3 IP19) I've got my program mostly up and running, but I have a few problems with polygon display. I'm not using the PC DXF-RSV-TMD conversion tools. Instead, I wrote a conversion program to write my models in Multigen (a 3D modeller) format. After cleaning up my models, I made a second conversion program to write TMD files directly. My models display, but with a these problems... NOTE: all polygons are gouraud triangles and quads 1. A few polygons are missing, while some others appear and disappear as the camera location changes. This is not a zsort problem as there are no polygons closely behind these polygons; they are simply disappearing. 2. Over half of my textured polygons blink with bizaar colors and patterns even when the camera location remains constant. I've verified that their uv coordinates are unique. Other textured polygons in this segment appear correct. 3. I can get Gouraud(gradation), No-Texture triangles, but Gouraud(gradation), No-Texture Quads consistantly generate errors (GPU Code 0h not supported) when I call GsLinkObject4. I also get this problem with code that generates a simple array of quads. Could the value of 'olen' for gradation quads be wrong; I'm using '8'? 4. Close polygons sort randomly. I know that this is due to the resolution on the Z-sort and I'll change my model to accomodate the Z-sort resolution. Has anyone come across problems 1-3? I've run out of ideas to try and I'd appreciate any suggections. Thanks! David White